Make sure there is a primary texture #8
@ -673,12 +673,15 @@ def make_material_chunk(material, image):
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material_chunk.add_subchunk(make_percent_subchunk(MATSELFILPCT, wrap.emission_strength))
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material_chunk.add_subchunk(make_percent_subchunk(MATSELFILPCT, wrap.emission_strength))
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material_chunk.add_subchunk(shading)
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material_chunk.add_subchunk(shading)
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primary_tex = False
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if wrap.base_color_texture:
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if wrap.base_color_texture:
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d_pct = 0.7 + sum(wrap.base_color[:]) * 0.1
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d_pct = 0.7 + sum(wrap.base_color[:]) * 0.1
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color = [wrap.base_color_texture]
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color = [wrap.base_color_texture]
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matmap = make_material_texture_chunk(MAT_DIFFUSEMAP, color, d_pct)
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matmap = make_material_texture_chunk(MAT_DIFFUSEMAP, color, d_pct)
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if matmap:
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if matmap:
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material_chunk.add_subchunk(matmap)
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material_chunk.add_subchunk(matmap)
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primary_tex = True
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if wrap.specular_texture:
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if wrap.specular_texture:
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spec = [wrap.specular_texture]
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spec = [wrap.specular_texture]
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@ -703,8 +706,7 @@ def make_material_chunk(material, image):
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if wrap.normalmap_texture:
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if wrap.normalmap_texture:
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normal = [wrap.normalmap_texture]
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normal = [wrap.normalmap_texture]
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bump = wrap.normalmap_strength
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b_pct = wrap.normalmap_strength
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b_pct = min(bump, 1)
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matmap = make_material_texture_chunk(MAT_BUMPMAP, normal, b_pct)
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matmap = make_material_texture_chunk(MAT_BUMPMAP, normal, b_pct)
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if matmap:
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if matmap:
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material_chunk.add_subchunk(matmap)
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material_chunk.add_subchunk(matmap)
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@ -733,6 +735,9 @@ def make_material_chunk(material, image):
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diffuse = [link.from_node.image] if not wrap.normalmap_texture else None
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diffuse = [link.from_node.image] if not wrap.normalmap_texture else None
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if diffuse:
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if diffuse:
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if primary_tex == False:
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matmap = make_texture_chunk(MAT_DIFFUSEMAP, diffuse)
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else:
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matmap = make_texture_chunk(MAT_TEX2MAP, diffuse)
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matmap = make_texture_chunk(MAT_TEX2MAP, diffuse)
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if matmap:
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if matmap:
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material_chunk.add_subchunk(matmap)
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material_chunk.add_subchunk(matmap)
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